Fallout 3

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Ralkahn

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Name: New Shotgun Shells
Version: 0.4
Date: 1/15/2009
Category: Weapons and Armor
Author(s): Ralkahn
Source: http://www.fallout3nexus.com/downloads/file.php?id=1781

Description
===========
Bringing back the versatility of the shotgun, now you can load up with multiple ammunition types for different jobs, as well as throwing in another couple of shotgun types courtesy of better modders than I.


Details
=======
Pretty simple, this calls a menu whenever a shotgun is equipped in the Pip-Boy (i.e. not with a hotkey), that allows you to choose which type of shell you would like to load from your inventory.

Shell types, and their differences, are as follows:
Shot - As per vanilla
Slug - 2% Crit, med crit dmg, med spread, 2.5x limb dmg
Frag-12 - 0% Crit, med-high spread, explosive, high dmg
Flechette - 2% Crit, low crit dmg, med-high spread, AP, 1.5x limb dmg, 5 projectiles
Sabot Dart - 4% Crit, high crit dmg, low spread, high range, AP
SCIMTR - 5% Crit, high crit dmg, med spread, high range, AP, 6 projectiles
Baton - 10% Crit, low crit dmg, knockdown on crit, low dmg, med spread, low range, cripples legs

Please, please help me with balance issues. I've a notoriously bad eye for balance, and so I will need help in that aspect. Although in my meagre testing, I've realised the Frag-12 shells are probably overpowered.

Install
=======
Copy the .esp file and meshes and textures folders (unless you already have Deliverance's mod) to your Fallout 3 Data folder. Select it in the Launcher or (preferably) FOMM. Play away.

Uninstall
=========
As JaySus would say - why would I want you to do that?
But no, just deselect the .esp and delete the associated texture and mesh files, unless using Deliverance and/or Banjo_oz's mods.


Incompatibility
===============
Mods that change a shotgun's WEAP entry will probably experience compatibility issues, as there's a script added to them to make this work. This is my first mod, though, so I'm mostly just working on guesstimation as far as compatibility goes.
Also, I couldn't get a new container working for Flak and Shrapnel, so this won't work right in conjunction with other mods that alter their wares directly. I'll keep working on it, though.

Known Issues or Bugs
====================
When changing ammo types, if you have a hotkey bound to your shotgun, you'll need to rebind it. I doubt this is correctable.

Also, as yet the projectile models are all from in-game. They all look either like shot (BBs) or 7.62mm bullets. I currently have no modelling experience or knowledge. But it looks like projectile models are on the horizon, thanks to Z3ROENERGY :)

Reloading animation on the full-length side-by-side doesn't work properly, but I have faith Deliverance will work on this when he can. Also, ain't any collision or havok on the model, so don't go dropping it nowhere, cowpokes.

The ammo change menu was displaying on entering doors to cells containing actors with shotguns equipped. I hope I've fixed this now, but if it still happens to anyone, please let me know.

To-Do
=====
Dragon's Breath shells have well and truly been on the back-burner (no pun intended) since the beginning of the project, but I still hope to get the time to look at them more in the future. Flare rounds have been requested, and I will see what I can come up with, but I'm a noob. So bear with me. Also, I'm going to spread the ammo around to a few more vendors later, make the more powerful ones rarer. Also, balancing still needs work, I think, but I'm leaving that till everything's working properly.

History
=======
15.01.2009 - v 0.4
- Added a lever-action shotgun using Banjo_oz's nice rexture of the Lincoln Repeater, a mod I'd been using for quite some time. Yeah, I know there are other lever shotguns out there, but to my knowledge none of them use these shells. So here's one that does. Also, reworked the way armour-piercing rounds work (Darts, Flechettes and SCIMTR). Shouldn't notice any difference in-game, but now it won't screw up anything Cryolator-related. Also, learned what the base to-hit chance in VATS meant. So now that works properly, too.
10.01.2009 - v 0.3 - Renamed HE shells to Frag-12, as they should have been from the start (thank you, those who reminded me, indirectly, of the correct name). Also adds a pretty sweet long double-barreled shotgun, courtesy of Deliverance6. And finally, what many of you have been waiting for: I've added the shells to the game world. No more console!!! Flak and Shrapnel's contacts in the Wasteland have delivered the aforementioned new gun and established a steady supply of new ammunition types. Go check 'em out.
19.12.2008 - v 0.2 - Adds shell types and functionality for all vanilla shotguns (sawed-off, combat, Kneecapper and Terrible Shotgun). Ammo still only consoleable. Also added the half-assed table I threw together to compare shell stats across different weapons. Could be useful if you want to know EXACTLY how they differ.
18.12.2008 - v 0.1 - Adds shell types and functionality for the standard, vanilla sawed-off shotgun. Ammo can only be obtained via console.

Contact
=======
On the Nexus forums as Ralkahn. Or at btsc(underscore)ralkahn(at)gmail(dot)com (please put in the subject line that it's Fallout 3 or mod-related so I don't junk it)

Credits
=======
HUUUGE thanks to Balor, who created the original proof of concept mod showing how to make weapons use different ammo types. The script used in this mod is just a modification of his. (see the original mod here: http://www.fallout3nexus.com/downloads/file.php?id=1446)
Another enormous thank you to Deliverance6, who has kindly allowed me to use his double-barreled shotgun in my mod. See his mod for more ass-kicking weaponry in shady tentland here: http://www.fallout3nexus.com/downloads/file.php?id=2718
And also a huge thanks to Banjo_oz for letting me use the texture from his Classic Lever Rifles mod here: http://www.fallout3nexus.com/downloads/file.php?id=1142. Had my eye on this one to add to the mod for a while now.
Thanks to LHammonds, for the awesome Readme Generator.
Also to Fallout 3 Nexus, a great hub for the modding community and vast library of FO3 mods.
And, of course, to Bethesda Softworks who, despite how much we rag on them, really did give us a pretty damn fine game.

Tools Used
==========
Fallout Mod Manager - http://timeslip.chorrol.com/fomm.html
GECK - http://geck.bethsoft.com
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp

Licensing/Legal
===============
You can do whatever you want with this mod but all I ask in return is that
you give me and, more importantly, Balor credit if you distribute any part of this mod.